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Mutilator
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====CONS==== *They have Slow and Purposeful, which robs them of running and sweeping advance to grant them Relentless, which they don't need because... *They have no ranged weapons - so... *Deep-striking these guys will will open them up to a volley of fire without any sort of counter-attack, compounded by the fact that . . . *Unit size is capped at 3 models max! *Additionally, they have to change weapons every turn. Thanks to the aforementioned weapon redundancy this isn't too much of an issue unless the best weapon against a target, in a protracted combat, is power mauls (low armour save, highish Toughness, Initiative vital? when will this happen) in which case Mutilators will be screwed on the off-turn *Much like Warp Talons (and a plethora of [[Possessed|other units]], certain Tyranids), they also lack assault grenades, meaning they may have trouble tackling cover-camping foes that they aren't attempting to Fist (although they can handle it better than most examples due to their tougher armour). Bear in mind of course that Mutilators generally go after high armour save targets, who are less likely to bind themselves to cover than most. *They take up an Elites slot, which has both cult marines (if the army isn't led by a correspondingly marked Lord, which is a given for armies planning to use one sort - basically this is only an issue for armies with multiple cult units) and options such as Possessed (that bastion of reliable design), Chosen (the poor man's Sternguard) and the versatile but often suicidal Chaos Terminators. *Last but certainly not least the current models have aged poorly and are somewhat derpy, especially the heads.
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